D&D 5E (2024) What should ENWorld do next after the Complete Fighter's Field Guide?

What should ENWorld do next after the Complete Fighter's Field Guide?

  • Barbarian

    Votes: 2 5.4%
  • Bard

    Votes: 0 0.0%
  • Cleric

    Votes: 3 8.1%
  • Druid

    Votes: 4 10.8%
  • Monk

    Votes: 5 13.5%
  • Paladin

    Votes: 1 2.7%
  • Ranger

    Votes: 8 21.6%
  • Rogue

    Votes: 12 32.4%
  • Sorcerer

    Votes: 1 2.7%
  • Warlock

    Votes: 4 10.8%
  • Wizard

    Votes: 4 10.8%
  • Artificer

    Votes: 5 13.5%
  • Other (discuss in thread)

    Votes: 3 8.1%


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Hopefully the Steel and skill fighter book gets more attention when it launches as it only has 47 followers (I’m following) and this thread only has 40 votes. Is it getting buried under other news stories and threads as I would have thought the fighters one would garner more interest since we have threads of magic user power creep and many post about martials needing something….well this might be it even if it’s not from Wotc…
 
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Hopefully the Stell and skill fighter book gets more attention when it launches as it only has 47 followers (I’m following) and this thread only has 40 votes. Is it getting buried under other news stories and threads as I would have thought the fighters one would garner more interest since we have threads of magic user power creep and many post about martials needing something….well this might be it even if it’s not from Wotc…
Well we haven’t started marketing it yet. We have an A5E hardcover and a card game next in the crowdfunding queue before this.
 


Artificer would be my vote, probably the most neglected area of flavor for classes is technology.

I would like to see a fundamental shift in the way artificer "spells" are done, where they no longer share direct effects with the other casters. I really feel like technology should break out on its own.
 

Artificer would be my vote, probably the most neglected area of flavor for classes is technology.

I would like to see a fundamental shift in the way artificer "spells" are done, where they no longer share direct effects with the other casters. I really feel like technology should break out on its own.
Certainly would trust the ENW crew to do a good job with tech and magi-tech.
 

Artificer would be my vote, probably the most neglected area of flavor for classes is technology.

I would like to see a fundamental shift in the way artificer "spells" are done, where they no longer share direct effects with the other casters. I really feel like technology should break out on its own.
i'm not really sure how much enworld can do with artificer, especially if the idea of these books is to add onto classes instead of replace them, but a5e has a pretty good artificer especially if you get the revisited version by the original author.

that said, i see artificers less as techy and more as extremely skilled with magic items - both crafting and usage. i'd want an artificer with no innate spellcasting, just casting through magic items, and with features that let them make extremely efficient use of magic items, with possibly some tech stuff as an extension of that.

point is, artificers are cool, and there's different ways they could be cooler
A lot of posters complained about how Dark Sun ignored the issue of slavery so maybe EnPublishing should tackle that issue? I'm sure you'll give it the level of attention it deserves!
good idea.png
 

point is, artificers are cool, and there's different ways they could be cooler
Oh yea for sure. If I was making this book I would split artificer into 4 main categories of "spells", maybe based on subclasses but maybe not.

-Traditional Artificer - Your magic item/artifact creator and user, think 3e/4e/5e Artificer or some of the big name early artificers from Magic: The Gathering where they were more focused on using enchanted objects over technology.
-Machinist - Your high tech or clockwork user, deploy drones, sentry turrets, immobile stations that heal allies, grenades, advance ammunition types etc, all the modern classics.
-Its Just Batman - Minor gadgets with lots of uses per day, maybe even with a Schrodinger's utility belt where you just pull out what you need when you need it without preparing ahead of time, glider, grappling hook, special boomerangs, small explosives etc.
-Alchemy - All sorts of alchemy, from mutating or applying buffs to yourself and strange elemental bombs, think pathfinder 1e alchemist + 1/3 of a Witcher from The Witcher.
 

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